Way of the Spirits (5e Subclass)
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Way of the Spirits
The ethereal plane. A crossroads for the lost, the damned, and the forgotten. While these spirits are trapped, they are not powerless. The Way of the Spirits teaches it’s users to channel them, learning from their power and enhancing their own capabilities. They are arbiters of the realm of spirits, protectors of the uncared for.
- Spirit Stance
At 3rd level, as a bonus action, you can spend 1 ki point to enter a spirit stance for the next minute. When you do so, choose from one of the following effects.
- Guardian. At the start of your turn, you gain your monk level in temporary hitpoints.
- Brute. After making an unarmed strike, you can force your target to move up to 10 feet away from you.
- Ranger. When you are either hit by a melee attack or a creature enters your reach, you may use your reaction to make an opportunity attack against them.
- Warrior. You land a critical hit on a roll of 19 or 20, instead of just 20.
- Shifting Sands
At 6th level, you can preform a minute long ritual and 4 ki points to cast the plane shift spell, targeting only you. This can only bring you to either the ethereal plane, or the last place place you preformed this ritual to enter the plane.
- Damned Apparations
Starting at 11th level, whenever you use a spirit stance, you may also spend 3 ki points to summon an apparition of the spirit, which lasts so long as you are in the stance. It uses the ghost statblock, but only has the Withering Touch action. It acts on your turn, is friendly towards you and your allies, and any bonus from the spirit stance carries over to the ghost as well, counting the Withering Touch action as an unarmed strike.
- Forced Projection
You have free control over the ethereal, and can knock the spirits of others into it as you wish. Starting at 17th level, as an action, you can spend 5 ki points and make an unarmed strike against one creature. On a hit, they take no damage but are knocked unconscious, as their spirit is knocked into the ethereal plane.
- Their spirit resembles their mortal form in almost every way, replicating their game statistics and possessions. However, if their spirit form dies, their replicated possessions do too.
- Their spirit cannot exit the ethereal plane, but every minute they can attempt a Charisma saving throw versus your Ki Save DC, and on a success return to their body.
- If their body or spirit dies, so does the other.
This has no effect on creatures without souls, such as constructs or undead.